#A skillshot bat for scout
150 messages · Page 1 of 1 (latest)
Debuff could last somewhere between 3-6 seconds, depending on how far the ball was launched, debuff timer would be weaker from up close.
tl:dr bat that launches damage vuln baseball that only the scout could benefit from
ehh im less for that, i feel like debuffs should be usable to more than the specific person who debuffed them
cant be having a mad milk situation
but then again that thing is an AOE
this is a single target
mad milk is a spammable AoE and not a skillshot
so sure, i dont mind it being able to be taken advantage of by others
just not as a marked for death debuff
why not?
moreso a damage vuln, probably 20% damage vuln
because mini crits have no falloff
yeah... that's fine
marked for death could work but its still minicrits
25 second cooldown and -5 seconds when killing marked target?
maybe? i just think it being range-based duration MfD would be fine considering scout has the scattergun (shotgun which wouldnt benefit from it much), pistol (inaccurate at long range), nailgun (doesnt care about damage falloff), and the brick (see previous)
i dont rly see why the scout would want even more damage when the scattergun can already kill very quickly with a few shots tho
it makes it more supportive i guess but at the cost of the scout's survivability
I'm confused.
you can already 2 shot most classes so i dont think you really need the extra damage of this idea?
Is it the same marked effect as the Fan O War?
and the things that scout cant kill quickly, are basically needed to keep him in check
this is a skillshot, not a free pass
So, this is essentially just a long range fan o war?
sure i guess
i mean, sandman if it did what the fan o war does (aka actually good)
This is kinda like the tranq on scout
How would you give more DPS without something like mini crits?
20% is not enough to really feel, major
could be 35% with falloff
Would this bat be a support item or a pick item,
Like, would you use it selfishly or supportively
it gets the most value with teammates
that's a cool idea but unless the scout has a reason to use it selfishly then it wont be likely to be used at all
its still enough to be used selfishly though..
+35% damage just allows you to oneshot light classes at VERY close range which is unlikely (except against snipers and horribly unfortunate spies) when you need to hit them first
well thats only likely if you have enough time to make the distance between the ball and you getting that close
because the timer gets weaker the closer you launch it
yeah, thus there really isnt that much usage
im not saying it's a bad idea but a weapon that mainly debuffs has to be able to be exploited by the debuffer to be useful
6 seconds is enough time to get close
this is why the Fan'o'War is a bad weapon
again i think this is kinda redundant with how strong scout already is, i would only see this being used by scouts who are not very good so they gotta rely on the extra damage instead of getting better at aiming and movement
thats why its mini crit with falloff
so that "scouts who are not very good" dont benefit from beaming people across the map
and again, this isnt a free pass, its a skillshot, its going to be fairly hard to hit an enemy with the ball just as much as it is hard to hit a mini crit brick
whatever fine tuning and nuance it may need can be left up to the devs if they decide
im saying that it's redundent if you're good at scout and even if you arent the benefits it offers to scout is minimal unless your dopamine hinges on your Assist and Support score
its utility still
i know, im saying that it's utility is minimal
okay but like, the tranq allows you to crit with melee weapons, +35% damage allows you to SOMETIMES one-shot light classes and everyone else is two-shot
it's the Sandman if the Sandman inflicted mark-for-death instead of slow/stun
which I wholeheartedly approve; the Sandman at its core is a pretty fun weapon with great flavor, just ruined by the stun
melee weapons
i think itd be easier to just go in and scattergun the enemy to death so being hit by the debuff wont give away that youre coming for them
Melee weapons aren't ranged weapons
yeah??
So its pointless to try and compare this with tranq effect?
the brick does direct damage, so you can use it as a finisher rather than a fight starter
YOU compared it to the tranq
Mini crit w/ falloff is just fine for a single target that anyone on your team can benefit from vs. Melee range crit slow
Both debuff the enemy using a ranged projectile
Am I missing something here
Im not talking about the tranquilizer
i think this would have the same issue as the fan o war in live where you dont want your first hit to be anything other than a scattergun meatshot because that would just give the enemy time to gun you down
Im talking about the effect itself
The effect, not the gun
Why do you think the timer expands when you hit your target from further distances?
Its an inverse decay, the farther you hit the ball from, the longer the debuff timer lasts.
hmmm but again i dont think the buff would be worth it anyway
Its damage
its more damage on a class that already has very good damage
Yes, it's a skillshot
You need to have good judgement and aim to benefit from it effectively.
you can already kill most classes in 2 to 3 shots if youre good enough i dont think using this would be worth it since you'd have to deal with whatever downside it has
yeah. you've told us that three times now
If you miss the ball then nothing will happen
but again, the benifits are minimal if you're good at aiming
You cant hinge on it being 100% always hitting
maybe i just dont get the concept of the weapon but i dont understand how it would be useful
And again, this isnt minimal at all.. its a damage vulnerability, a large one. 35% is a lot.
This bypasses civ's aura by 15%
isnt the damage vulnerability only against damage the scout who attacked deals?
yeah you cant but this weapon is also dependent on hitting, if you're good enough at hitting it then you might as well had meatshot them in the first place
I made it clear that your teammates could benefit from jt as well
oh i didnt see that part then
Thats what the brick is..
yeah which is cool but that cant be the only reason for a weapon's existence, the debuffer has to benefit from it too
It mini crits at long range
the brick also deals 65 damage and is for mid-long range since the scattergun and pistol cant do mid/long range and the nailgun is inconsistent due to being a projectile
Scout literally does benefit from it, he can deal more damage. More damage is more damage, and for something like the brick, it's damage can be increased with that combo.
Same with the pistol
oh ok the original message got edited, mmmm idunno this kinda sounds like you could just stay far away and debuff the enemy without much risk to yourself
Its a 25 second cool down that lowers by 5 seconds when your marked target is killed
And it has downsides of costing scout's survivability
do you have any ideas for what its downside would be?
i get that, im saying that sometimes dealing 142 damage if you're at sniffing range with the scattergun is not worth just two shotting them in the first place
Damage vulnerability or lower HP (effectively the same)
(and for reference medic dies with two shots and heavy in three anyways)
Thats only if you hit a long range ball
It still can make a difference in this game.
Breaking thresholds isnt that important
Its simply a matter of being able to deal more damage and offer support
Scout was going for a mixed bag of support and self-utility
the fact that it still has falloff makes it being for scouts playing at midranged just, not true
Its not going to be any better if it doesn't have falloff
well then you could get somewhat good damage with the scattergun and the pistol can be used at long-range which is a genuine niche for it
Can't be letting the scout enable an enemy to be beamed.
Thats the issue with the sandman
letting ONE guy be beamed on a 20 second cooldown that requries more coordination than most lobbies will have
the sandman was bad with that cause it stunned the enemy in place completely
Yes
(or did the scared animation depending on which incarnation, both are bad)
Same beam function
but significantly less annoying cause you can still fight back or flee
If your doubt is on your teammates then I don't know what to tell you, it should be a unique effect
??
You cant chalk up all beneficial things to a bad team when most players in this game are good
Its downplaying the skillshot it's meant to be
im. not?
You said so
how does that downplay the skillshot part of it im getting confused
Youre implying any amount of coordination is a rare thing because players don't do that
im saying that tf2 is designed for players not to intensely coordinate or coordinate no more than uber pushes and voicelines, and that debuffs which hinge on players exploiting it has to be easy to use and very noticeable benefit for the debuffer
This is easy to use. You right click and it shoots a projectile
wait but you're saying it's a skillshot weapon
Yes
Because thats what it is, and so is the brick
Easy to use, hard to master is the name of the game
i know, ive played this game for 15 years
Ok
i just dont get it i guess
if it doesnt remove falloff, why would you use it especially at the cost of survivability when +35%, yes is a lot, but you arent going to feel it when you already dish out so much damage and supporting teammates isn't inherently rewarding unless you're a medic main (hi)
how long would the debuff last? is it affected by range?